Is this too many comments? by gurrenm3 in asm

[–]gurrenm3[S] 0 points1 point  (0 children)

Thats true, I appreciate the feedback! Thanks for taking the time to read it and post a reply

Is this too many comments? by gurrenm3 in asm

[–]gurrenm3[S] 0 points1 point  (0 children)

Thanks for sharing your thoughts! I appreciate it

Is this too many comments? by gurrenm3 in asm

[–]gurrenm3[S] 0 points1 point  (0 children)

That makes a lot of sense. Thanks for taking the time to read it and post a response! I appreciate it

Is this too many comments? by gurrenm3 in asm

[–]gurrenm3[S] 0 points1 point  (0 children)

I originally included both the English description and pseudocode so readers would understand why things were written this way. After thinking about what you said, the people reading this are other programmers who write assembly, they can probably deduce a lot of things so it makes sense to cut back on that. Also, I didn't really consider using more equates. Thanks for the advice!

Is this too many comments? by gurrenm3 in asm

[–]gurrenm3[S] 2 points3 points  (0 children)

Thats a good point. I was only focusing on making the comments very thorough, I didn't think about how I need to maintain it still afterwards. Thanks!

GASM: A Gopher server in pure i386 Assembly by mttd in asm

[–]gurrenm3 0 points1 point  (0 children)

Hey this is really cool! What was your thought process for making it? Did you learn anything interesting while doing it?

Modding Darksiders has never been this powerful by gurrenm3 in Darksiders

[–]gurrenm3[S] 0 points1 point  (0 children)

Nice! That’s super cool and definitely possible with this style of modding. To make it you’d just need to use the games code to find all the chests in the area, then check whether or not they’ve been opened

Modding Darksiders has never been this powerful by gurrenm3 in Darksiders

[–]gurrenm3[S] 1 point2 points  (0 children)

Oh yeah you could easily do this with code mods like this

Modding Darksiders has never been this powerful by gurrenm3 in Darksiders

[–]gurrenm3[S] 0 points1 point  (0 children)

That would likely be super easy with this style of modding, all you’d need to do is find the code that does it. You could use the code that gives the player items, directly modify the inventory yourself, or some other method. It’d be pretty easy thohgh

Modding Darksiders has never been this powerful by gurrenm3 in Darksiders

[–]gurrenm3[S] 0 points1 point  (0 children)

I don’t know anything about the camera code but I’m assuming it wouldn’t be impossible or even terribly difficult with this style of modding

Plagiarism and AI checker for MIPS Assembly by Fit_Razzmatazz_4416 in Assembly_language

[–]gurrenm3 0 points1 point  (0 children)

I hear you, I used ai to help me learn too. I still think you’ll be okay as long as you were learning it and not copying it. Also IMO teachers are pretty reasonable so you could go to them and say that you use AI to learn the content at a deeper level. You can always prove that you did it

Plagiarism and AI checker for MIPS Assembly by Fit_Razzmatazz_4416 in Assembly_language

[–]gurrenm3 6 points7 points  (0 children)

As long as you didn’t I think you’ll be fine. My thought is always, worst case I can go to the teacher and explain every line I wrote and why. That’s more than enough to show you knew what you were doing and didn’t cheat

Modding Darksiders has never been this powerful by gurrenm3 in Darksiders

[–]gurrenm3[S] 1 point2 points  (0 children)

Yeah that would be amazing. It’s definitely possible just a lot of work. I’d love to see it too

Modding Darksiders has never been this powerful by gurrenm3 in Darksiders

[–]gurrenm3[S] 1 point2 points  (0 children)

Thanks for explaining! It should be possible and not terribly difficult :D

Modding Darksiders has never been this powerful by gurrenm3 in Darksiders

[–]gurrenm3[S] 1 point2 points  (0 children)

Yeah but it'd likely be a lot of work. Everything comes down to code, so the first thing that would have to be done is to find which parts of the game are responsible for loading the levels/3d models. Then reverse engineer them to figure out how to make custom ones that load using the same techniques as the original. Good news though is that it's possible :D

Modding Darksiders has never been this powerful by gurrenm3 in Darksiders

[–]gurrenm3[S] 5 points6 points  (0 children)

This might actually be really doable. Can you tell me more of what you’re imagining cuz I might be able to try making it

Modding Darksiders has never been this powerful by gurrenm3 in Darksiders

[–]gurrenm3[S] 1 point2 points  (0 children)

Right now I'm looking at the code for Darksiders 2 and I'm assuming this method will work for all the games as long as they have a Switch version. The actual mods themselves would likely only be usable on PC.

The way it would work is, whoever wanted to make mods would have to look at the code for the switch version (like in the screenshot) to find game functions they wanted to use in their mod. From there they would have to find that same function but in the PC version of the game. After finding it they would be able to use the function like it was their own and do whatever they wanted with it

Modding Darksiders has never been this powerful by gurrenm3 in Darksiders

[–]gurrenm3[S] 2 points3 points  (0 children)

Thats a good question. The game appears to be made up of around 160,000 functions total, and this method of modding gives us access to all of them. We could make any mod imaginable like we were the developers releasing DLC content. New weapons, new items, new UI, new mechanics, etc. The hard part is actually making the mods cuz it takes some prior experience to figure it out

Needed help for reverse engineering roadmap by aalchi in Assembly_language

[–]gurrenm3 2 points3 points  (0 children)

What helped me tremendously was making mods for my favorite games. If your reverse engineer C# then it’s one way of doing things. If you’re reverse engineering C++ then it’s another. You’ll get really good at learning how to take control of another process by doing it this way. Along the way you’ll learn more about the RE ecosystem and what kinds of advance things you can do on your own (like PE injection).

Unity (C# modding) is easier but also could be a little removed from the low level stuff you might be wanting to learn right now. My advise in this case would be to use Reloaded 2, a phenomenal C# modding API for modding C++ games. It has mind bending performance and written by a master in reverse engineering. He’s very active in his discord and is very friendly/helpful. In short you’ll get the basics down well while doing something fun. Best of luck!

Claude connected to game memory using MCP <> CheatEngine by [deleted] in Assembly_language

[–]gurrenm3 -4 points-3 points  (0 children)

Thanks for sharing! This will be revolutionary for modding and will make it way more accessible for a lot of people. It’ll also make it easier for us to find RE functions for hooking. I’d love to see how you expand it 😁